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1/* irrlicht.h -- interface of the 'Irrlicht Engine'
2
3 Copyright (C) 2002-2012 Nikolaus Gebhardt
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20
21 Please note that the Irrlicht Engine is based in part on the work of the
22 Independent JPEG Group, the zlib and the libPng. This means that if you use
23 the Irrlicht Engine in your product, you must acknowledge somewhere in your
24 documentation that you've used the IJG code. It would also be nice to mention
25 that you use the Irrlicht Engine, the zlib and libPng. See the README files
26 in the jpeglib, the zlib and libPng for further informations.
27*/
28
29#ifndef __IRRLICHT_H_INCLUDED__
30#define __IRRLICHT_H_INCLUDED__
31
32#include "IrrCompileConfig.h"
33#include "aabbox3d.h"
34#include "CDynamicMeshBuffer.h"
35#include "CIndexBuffer.h"
36#include "CMeshBuffer.h"
37#include "coreutil.h"
38#include "CVertexBuffer.h"
39#include "dimension2d.h"
40#include "ECullingTypes.h"
41#include "EDebugSceneTypes.h"
42#include "EDriverFeatures.h"
43#include "EDriverTypes.h"
44#include "EGUIAlignment.h"
45#include "EGUIElementTypes.h"
46#include "EHardwareBufferFlags.h"
47#include "EMaterialFlags.h"
48#include "EMaterialTypes.h"
49#include "EMeshWriterEnums.h"
50#include "EMessageBoxFlags.h"
51#include "ESceneNodeAnimatorTypes.h"
52#include "ESceneNodeTypes.h"
53#include "ETerrainElements.h"
54#include "fast_atof.h"
55#include "heapsort.h"
56#include "IAnimatedMesh.h"
57#include "IAnimatedMeshMD2.h"
58#include "IAnimatedMeshMD3.h"
59#include "IAnimatedMeshSceneNode.h"
60#include "IAttributeExchangingObject.h"
61#include "IAttributes.h"
62#include "IBillboardSceneNode.h"
63#include "IBillboardTextSceneNode.h"
64#include "IBoneSceneNode.h"
65#include "ICameraSceneNode.h"
66#include "ICursorControl.h"
67#include "IDummyTransformationSceneNode.h"
68#include "IDynamicMeshBuffer.h"
69#include "IEventReceiver.h"
70#include "IFileList.h"
71#include "IFileSystem.h"
72#include "IGeometryCreator.h"
73#include "IGPUProgrammingServices.h"
74#include "IGUIButton.h"
75#include "IGUICheckBox.h"
76#include "IGUIColorSelectDialog.h"
77#include "IGUIComboBox.h"
78#include "IGUIContextMenu.h"
79#include "IGUIEditBox.h"
80#include "IGUIElement.h"
81#include "IGUIElementFactory.h"
82#include "IGUIEnvironment.h"
83#include "IGUIFileOpenDialog.h"
84#include "IGUIFont.h"
85#include "IGUIFontBitmap.h"
86#include "IGUIImage.h"
87#include "IGUIInOutFader.h"
88#include "IGUIListBox.h"
89#include "IGUIMeshViewer.h"
90#include "IGUIScrollBar.h"
91#include "IGUISkin.h"
92#include "IGUISpinBox.h"
93#include "IGUISpriteBank.h"
94#include "IGUIStaticText.h"
95#include "IGUITabControl.h"
96#include "IGUITable.h"
97#include "IGUIToolbar.h"
98#include "IGUIWindow.h"
99#include "IGUITreeView.h"
100#include "IImage.h"
101#include "IImageLoader.h"
102#include "IImageWriter.h"
103#include "IIndexBuffer.h"
104#include "ILightSceneNode.h"
105#include "ILogger.h"
106#include "IMaterialRenderer.h"
107#include "IMaterialRendererServices.h"
108#include "IMesh.h"
109#include "IMeshBuffer.h"
110#include "IMeshCache.h"
111#include "IMeshLoader.h"
112#include "IMeshManipulator.h"
113#include "IMeshSceneNode.h"
114#include "IMeshWriter.h"
115#include "IColladaMeshWriter.h"
116#include "IMetaTriangleSelector.h"
117#include "IOSOperator.h"
118#include "IParticleSystemSceneNode.h" // also includes all emitters and attractors
119#include "IQ3LevelMesh.h"
120#include "IQ3Shader.h"
121#include "IReadFile.h"
122#include "IReferenceCounted.h"
123#include "irrArray.h"
124#include "IRandomizer.h"
125#include "IrrlichtDevice.h"
126#include "irrList.h"
127#include "irrMap.h"
128#include "irrMath.h"
129#include "irrString.h"
130#include "irrTypes.h"
131#include "path.h"
132#include "irrXML.h"
133#include "ISceneCollisionManager.h"
134#include "ISceneLoader.h"
135#include "ISceneManager.h"
136#include "ISceneNode.h"
137#include "ISceneNodeAnimator.h"
138#include "ISceneNodeAnimatorCameraFPS.h"
139#include "ISceneNodeAnimatorCameraMaya.h"
140#include "ISceneNodeAnimatorCollisionResponse.h"
141#include "ISceneNodeAnimatorFactory.h"
142#include "ISceneNodeFactory.h"
143#include "ISceneUserDataSerializer.h"
144#include "IShaderConstantSetCallBack.h"
145#include "IShadowVolumeSceneNode.h"
146#include "ISkinnedMesh.h"
147#include "ITerrainSceneNode.h"
148#include "ITextSceneNode.h"
149#include "ITexture.h"
150#include "ITimer.h"
151#include "ITriangleSelector.h"
152#include "IVertexBuffer.h"
153#include "IVideoDriver.h"
154#include "IVideoModeList.h"
155#include "IVolumeLightSceneNode.h"
156#include "IWriteFile.h"
157#include "IXMLReader.h"
158#include "IXMLWriter.h"
159#include "ILightManager.h"
160#include "Keycodes.h"
161#include "line2d.h"
162#include "line3d.h"
163#include "matrix4.h"
164#include "plane3d.h"
165#include "position2d.h"
166#include "quaternion.h"
167#include "rect.h"
168#include "S3DVertex.h"
169#include "SAnimatedMesh.h"
170#include "SceneParameters.h"
171#include "SColor.h"
172#include "SExposedVideoData.h"
173#include "SIrrCreationParameters.h"
174#include "SKeyMap.h"
175#include "SLight.h"
176#include "SMaterial.h"
177#include "SMesh.h"
178#include "SMeshBuffer.h"
179#include "SMeshBufferLightMap.h"
180#include "SMeshBufferTangents.h"
181#include "SParticle.h"
182#include "SSharedMeshBuffer.h"
183#include "SSkinMeshBuffer.h"
184#include "SVertexIndex.h"
185#include "SViewFrustum.h"
186#include "triangle3d.h"
187#include "vector2d.h"
188#include "vector3d.h"
189
190/*! \mainpage Irrlicht Engine 1.8 API documentation
191 *
192 * <div align="center"><img src="logobig.png" ></div>
193 *
194 * \section intro Introduction
195 *
196 * Welcome to the Irrlicht Engine API documentation.
197 * Here you'll find any information you'll need to develop applications with
198 * the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll
199 * find some on the homepage of the Irrlicht Engine at
200 * <A HREF="http://irrlicht.sourceforge.net" >irrlicht.sourceforge.net</A>
201 * or inside the SDK in the examples directory.
202 *
203 * The Irrlicht Engine is intended to be an easy-to-use 3d engine, so
204 * this documentation is an important part of it. If you have any questions or
205 * suggestions, just send a email to the author of the engine, Nikolaus Gebhardt
206 * (niko (at) irrlicht3d.org).
207 *
208 *
209 * \section links Links
210 *
211 * <A HREF="namespaces.html">Namespaces</A>: A very good place to start reading
212 * the documentation.<BR>
213 * <A HREF="annotated.html">Class list</A>: List of all classes with descriptions.<BR>
214 * <A HREF="functions.html">Class members</A>: Good place to find forgotten features.<BR>
215 *
216 * \section irrexample Short example
217 *
218 * A simple application, starting up the engine, loading a Quake 2 animated
219 * model file and the corresponding texture, animating and displaying it
220 * in front of a blue background and placing a user controlable 3d camera
221 * would look like the following code. I think this example shows the usage
222 * of the engine quite well:
223 *
224 * \code
225 * #include <irrlicht.h>
226 * using namespace irr;
227 *
228 * int main()
229 * {
230 * // start up the engine
231 * IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D8,
232 * core::dimension2d<u32>(640,480));
233 *
234 * video::IVideoDriver* driver = device->getVideoDriver();
235 * scene::ISceneManager* scenemgr = device->getSceneManager();
236 *
237 * device->setWindowCaption(L"Hello World!");
238 *
239 * // load and show quake2 .md2 model
240 * scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(
241 * scenemgr->getMesh("quake2model.md2"));
242 *
243 * // if everything worked, add a texture and disable lighting
244 * if (node)
245 * {
246 * node->setMaterialTexture(0, driver->getTexture("texture.bmp"));
247 * node->setMaterialFlag(video::EMF_LIGHTING, false);
248 * }
249 *
250 * // add a first person shooter style user controlled camera
251 * scenemgr->addCameraSceneNodeFPS();
252 *
253 * // draw everything
254 * while(device->run() && driver)
255 * {
256 * driver->beginScene(true, true, video::SColor(255,0,0,255));
257 * scenemgr->drawAll();
258 * driver->endScene();
259 * }
260 *
261 * // delete device
262 * device->drop();
263 * return 0;
264 * }
265 * \endcode
266 *
267 * Irrlicht can load a lot of file formats automaticly, see irr::scene::ISceneManager::getMesh()
268 * for a detailed list. So if you would like to replace the simple blue screen background by
269 * a cool Quake 3 Map, optimized by an octree, just insert this code
270 * somewhere before the while loop:
271 *
272 * \code
273 * // add .pk3 archive to the file system
274 * device->getFileSystem()->addZipFileArchive("quake3map.pk3");
275 *
276 * // load .bsp file and show it using an octree
277 * scenemgr->addOctreeSceneNode(
278 * scenemgr->getMesh("quake3map.bsp"));
279 * \endcode
280 *
281 * As you can see, the engine uses namespaces. Everything in the engine is
282 * placed into the namespace 'irr', but there are also 5 sub namespaces.
283 * You can find a list of all namespaces with descriptions at the
284 * <A HREF="namespaces.html"> namespaces page</A>.
285 * This is also a good place to start reading the documentation. If you
286 * don't want to write the namespace names all the time, just use all namespaces like
287 * this:
288 * \code
289 * using namespace core;
290 * using namespace scene;
291 * using namespace video;
292 * using namespace io;
293 * using namespace gui;
294 * \endcode
295 *
296 * There is a lot more the engine can do, but I hope this gave a short
297 * overview over the basic features of the engine. For more examples, please take
298 * a look into the examples directory of the SDK.
299 */
300
301#include "SIrrCreationParameters.h"
302
303//! Everything in the Irrlicht Engine can be found in this namespace.
304namespace irr
305{
306 //! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
307 /** If you need more parameters to be passed to the creation of the Irrlicht Engine device,
308 use the createDeviceEx() function.
309 \param deviceType: Type of the device. This can currently be video::EDT_NULL,
310 video::EDT_SOFTWARE, video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D8, video::EDT_DIRECT3D9 and video::EDT_OPENGL.
311 \param windowSize: Size of the window or the video mode in fullscreen mode.
312 \param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode.
313 \param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise
314 the device runs in windowed mode.
315 \param stencilbuffer: Specifies if the stencil buffer should be enabled. Set this to true,
316 if you want the engine be able to draw stencil buffer shadows. Note that not all
317 devices are able to use the stencil buffer. If they don't no shadows will be drawn.
318 \param vsync: Specifies vertical syncronisation: If set to true, the driver will wait
319 for the vertical retrace period, otherwise not.
320 \param receiver: A user created event receiver.
321 \return Returns pointer to the created IrrlichtDevice or null if the
322 device could not be created.
323 */
324 extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
325 video::E_DRIVER_TYPE deviceType = video::EDT_SOFTWARE,
326 // parantheses are necessary for some compilers
327 const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),
328 u32 bits = 16,
329 bool fullscreen = false,
330 bool stencilbuffer = false,
331 bool vsync = false,
332 IEventReceiver* receiver = 0);
333
334 //! typedef for Function Pointer
335 typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDevice )(
336 video::E_DRIVER_TYPE deviceType,
337 const core::dimension2d<u32>& windowSize,
338 u32 bits,
339 bool fullscreen,
340 bool stencilbuffer,
341 bool vsync,
342 IEventReceiver* receiver);
343
344
345 //! Creates an Irrlicht device with the option to specify advanced parameters.
346 /** Usually you should used createDevice() for creating an Irrlicht Engine device.
347 Use this function only if you wish to specify advanced parameters like a window
348 handle in which the device should be created.
349 \param parameters: Structure containing advanced parameters for the creation of the device.
350 See irr::SIrrlichtCreationParameters for details.
351 \return Returns pointer to the created IrrlichtDevice or null if the
352 device could not be created. */
353 extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDeviceEx(
354 const SIrrlichtCreationParameters& parameters);
355
356 //! typedef for Function Pointer
357 typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDeviceEx )( const SIrrlichtCreationParameters& parameters );
358
359
360 // THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES
361 // EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN.
362
363 //! Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace.
364 namespace core
365 {
366 }
367
368 //! The gui namespace contains useful classes for easy creation of a graphical user interface.
369 namespace gui
370 {
371 }
372
373 //! This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, xml files, ...
374 namespace io
375 {
376 }
377
378 //! All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
379 namespace scene
380 {
381 }
382
383 //! The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.
384 namespace video
385 {
386 }
387}
388
389/*! \file irrlicht.h
390 \brief Main header file of the irrlicht, the only file needed to include.
391*/
392
393#endif
394